Results 41 to 50 of about 1,811 (188)

Digital Game-Based Learning’s (DGBL) Effect on Students’ Academic Performance

open access: yesInternational Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE)
Digital game-based learning (DGBL) has redefined education in recent years. Instead of replacing conventional methods of instruction, the aim is to make learning more complex and adapted to how students really engage with the modern world. This study aims to collect data that will assist educators, students, legislators, and creators of digital games ...
Radoslav Baltezarević   +1 more
openaire   +2 more sources

Gamified Digital Game-Based Learning as a Pedagogical Strategy: Student Academic Performance and Motivation

open access: yesApplied Sciences, 2022
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university ...
Rubén Camacho-Sánchez   +2 more
doaj   +1 more source

DIGITAL GAME-BASED LEARNING MODEL AS AN EDUCATIONAL APPROACH

open access: yesPrizren Social Science Journal, 2022
Today, the rapid development of technology has also affected the existing learning processes. In addition, this development has made it necessary for children to develop skills by the needs of the 21st century.
Şule KAVAK
doaj   +1 more source

Selection Criteria for Commercial Off-the-Shelf (COTS) Video Games for Language Learning [PDF]

open access: yes, 2012
This article addresses criteria for choosing commercial off-the-shelf(COTS) games and their implementation in the classroom and other L2learning environments.
Kronenberg, Felix Arnulf
core   +2 more sources

Rough Set Theory Based Fuzzy TOPSIS on Serious Game Design Evaluation Framework

open access: yesMathematical Problems in Engineering, Volume 2013, Issue 1, 2013., 2013
This study presents a hybrid methodology for solving the serious game design evaluation in which evaluation criteria are based on meaningful learning, ARCS motivation, cognitive load, and flow theory (MACF) by rough set theory (RST) and experts’ selection.
Chung-Ho Su   +3 more
wiley   +1 more source

Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review

open access: yesIEEE Access, 2019
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster students' learning and motivation. There are different opinions about the potential benefits of gaming on students' academic achievements, motivation, and ...
Mahmood H. Hussein   +4 more
doaj   +1 more source

PENGARUH PENDEKATAN BERMAIN BERBASIS DIGITAL GAME BASED LEARNING (DGBL) TERHADAP PENINGKATAN KERJASAMA DAN KETERAMPILAN BERMAIN SEPAKBOLA [PDF]

open access: yes, 2016
Tujuan penelitian ini adalah untuk mengetahui pengaruh Pendekatan Bermain Berbasis Digital Game Based Learning (DGBL) terhadap Peningkatan Kerjasama dan Keterampilan Bermain Sepakbola.
Wisaksono, Hendro
core  

Assessing the benefits of digital game‐based learning with Minecraft in children, adolescents and young adults: A broad systematic review

open access: yesReview of Education, Volume 13, Issue 1, April 2025.
Abstract Minecraft is a popular digital game‐based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence‐informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational‐affective ...
Eadaoin J. Slattery   +4 more
wiley   +1 more source

Playfulness and Creativity as Vital Features when School Children Develop Game-based Designs

open access: yesDesigns for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools.
Eva Brooks, Jeanette Sjöberg
doaj   +1 more source

Good luck have fun: The need for video game pedagogy in teacher education

open access: yesFuture in Educational Research, Volume 3, Issue 1, Page 167-186, March 2025.
Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022).
Tasha Richardson
wiley   +1 more source

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